In the ISC segment, John, you mentioned not wanting combat to be a DPS race. For combat to not be a DPS race, meaningful maneuvers are needed for positional combat on a macro and micro level. Currently, one can back-strafe and just hold the target in a cone, and the other person cannot push back on the strafe very efficiently. Will you lower retro acceleration for more meaningful combat to take place?
TL;DRCapacitors should penalize constant retro-thrusting and back-strafing, and the team's combat testing has prototypes for knife-fighting dogfights, but the full work is too big for one release.
I think Yogi touched on this with his last question about capacitors. So the capacitors will help there because using your retro thrusters will have consequences to your thrust capacitor. So if you just hammer boost or afterburn on your retros constantly, you're going to run out a lot quicker than someone coming forward. So then you're going to be at a disadvantage. So that's where that will get stopped. Maybe not stopped, but it won't be the default scenario.
I mean, we do have internal PvP prototypes with customized tunings where we achieve this positional, knife-fighting quality in the normal dogfighting, right? But these things are really heavily dependent on the projectile velocities and other aspects. This whole topic is way too big to just be put in one single release with one statement like, yep, let's cut back-strafe or something like that. So we need more time to work on that. And this happens over the course of the next quarter. So we have a little side project going on at CIG, which is called Interactive Combat Testing. And within that group, it's not just VET people, but it's also people from our user research department, which includes Bayer, who used to be a very successful PvP player.
I like the way you say used to.
Yeah, he's pretty good. So we're working a lot with him to just iterate over the combat and narrow down on the experience that we actually want to have. And we have enough test results that suggest that we can reach this position of knife-fighting kind of dogfight again. But the whole work that needs to be done to implement this properly is way too much for one release. I mean, the first gunnery changes on the turrets and the fixed weapons that 3.10 will have are actually a result of the testing that happened. We kicked it off, I think, in March. And we still continue to develop things there. So over the next course of releases, we will move more stuff over to the main dev branch. Then it will eventually end up in player hands.
Yeah. I saw a question fly up in the chat a while back about engagements being different between 3.9 and 3.10. 3.10 does bring them in, but these changes we're talking about with capacitors bring them in another step. So you get that more visceral, positional knife-fighting spaceship combat experience rather than just two tiny pixels flying around.